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I'll give you some extra time to finish reading that title, because
it's a whopper - but then, so is the game itself. It's the latest
in a long line of games bearing the Clancy name and it's also the
latest that beats actually reading any of his books. It's big, it's
brash, it's American and it's just been released on the PC, following
a successful stint on the Xbox 360. The good news is that it's also
rather enjoyable.
Like
previous Clancy games, GRAW2 is set in the not-too-distant future
and follows the exploits of a team of soldiers - in this case the
titular Ghosts - as they attempt to do what soldiers do. In GRAW2,
this involves tracking down missing nuclear warheads that have found
their way onto American soil and removing the threat before they
explode in seventy-two hours. As Capt. Scott Mitchell you lead your
battle-hardened squad into conflict, beginning in Juarez, Northern
Mexico, and slowly progressing toward the Land of the Free in your
efforts to locate the nukes. The trouble is that Mexico is currently
in the hands of revolutionaries trying to get all American troops
removed from their country, which makes your job that much harder.
Clichéd? Yes. But GRAW2's biggest selling point is not its story,
but its features.
Like
its predecessor, GRAW2 makes use of the 'Cross-Com' system, this
time called the Cross-Com 2.0. Cross-Com is the tool that lets you
order your Ghosts around quickly and easily on the battlefield,
and it works extremely well. Clicking the middle mouse displays
a 'quick menu' over your crosshair with a number of context-sensitive
commands: Move, Follow, Attack and so on. The mouse wheel scrolls
through the options and a second click of the middle button executes
the order with the chosen squad member. A glowing circle on-screen
makes it easy to see exactly where the chosen squaddie will move
to or attack, so there's little chance of you sending them the wrong
way. The options that this method of control provides are staggering.
You can send a teammate ahead to provide cover for yourself (and
'leapfrog' subsequent squad members to consistently provide cover)
and set up intricate flanking manoeuvres with just a few clicks.
You can create formations or position squad members on rooftops
to provide long-range cover. Couple this with the tactical map -
a satellite view of the battlefield, showing enemy locations, objectives
and possible routes - and strategies open up around every bend.
It's possible to issue numerous commands before getting yourself
into position and executing them. Need to get around that enemy
fort? Check the tactical map and plan like it's Napoleon's revenge
tour.
Sometimes
the view of the map can make it difficult to clearly spot enemy
troops before you blunder blindly into their camp, making for some
exciting run and gun moments as you frantically try to escape with
at least one squad member alive. These 'mad-dashes' are made easier
by the control system; as well as the standard first person shooter
controls, you can sprint for a seemingly endless amount of time
to escape from danger (although this prevents you from firing) and
dive around like a gymnast to find cover by hitting the space bar
as you sprint. When you're running low on ammo and bullets are whizzing
past your head from all angles, the last-ditch sprint to the MULE
can seem like a marathon! There are also two different modes to
place your troops into: assault and recon. In assault mode your
men ignore cover and go all out for the kill (often taking a lot
of damage in the process), whereas in recon mode they're more likely
to hide behind objects and wait before delivering that fatal headshot.
The
combination of the Cross-Com and the tactical map makes for a highly
intuitive system that lets even novices plan advanced tactics on
the fly. The only problem is that the squad members occasionally
end up lagging behind as you run off after the bad guys. Although
the AI lets them shoot and alert you to threats, it often stops
short of them finding cover or actually arriving at a firefight.
The
AI in general is a little disappointing. Besides the lack of autonomy
displayed by your own team, there is the fact that enemy troops
sometimes stand and watch you for several seconds before finally
opening fire, even if you're in plain sight. Often they continue
to shoot in your direction despite there being a fence in the way.
Or a tree. Or a city block. For a modern tactical game this is a
bit of shame, but even so, GRAW2 offers enough of a challenge despite
this problem.
Around
every turn there are intense shootouts that require quick thinking
and an accurate aim. Because of the realistic nature of the combat,
one-shot kills are commonplace and you must take extra care to gain
cover to avoid becoming another statistic. Unlike similar games
I have played, the sense of actually being in a near-death shoot
out is tangible, as bullets ricochet from concrete and barely miss
you, giving the telltale 'thwip' noise as they bury themselves in
nearby objects. In fact, the entire pace of the game is dictated
by these set pieces and this keeps the action coming thick and fast
- just when you think you've cleared an area, enemy reinforcements
arrive to keep you on your toes. Often though this can be infuriating,
especially because of the lengthy periods between autosaves. Although
a quick save system is available, the game often simply tells you
that saving is not allowed, meaning that if you die, you might end
up replaying more of the level than you'd like.
But
don't worry if your team mates are killed; the commander will tell
you that a medical team will come and collect him (where's my
medical team?!) and the game carries on, albeit with you suffering
a tactical disadvantage. The only real reason to keep your team
alive is that GRAW2 gets insanely difficult without the backup they
provide. It's only if you die that the mission is called off and
it's game over. Given that there isn't any way to collect health
mid-mission, you're likely to die quite often because of the sheer
number of enemies that pop up as if from nowhere. You can, however,
collect new weapons and ammunition at certain points during missions
using the MULE. This remote-controlled armoured car holds an infinite
amount of weaponry that you can access whenever it's nearby. Kit
can be swapped in case you need a rocket launcher to take down incoming
enemy armour or some grenades to clear out a pesky machine gun nest.
Be aware however that the MULE is not available on all missions,
so you need to keep a close eye on your ammunition levels some of
the time.
The
firefights and set pieces are visually stunning; GRAW2's graphical
engine really keeps those pixels flying and the result is a breathtaking
mix of volumetric smoke, heat hazes and massive explosions - you
can almost feel the heat from each blast! The best thing is that
you are actively encouraged to blow things up. Most missions involve
planting C4 on tanks, artillery or buildings, often for no real
reason other than because it looks cool! Now, I've never been to
Mexico, but I imagine it looks like GRAW2 (only a bit less war-torn).
Like Battlefield
2, the city streets are littered with craters and destroyed
vehicles that create cover but also impede progress, while the buildings
look like modern versions of a Spaghetti Western set and the sense
of urbanity really is overwhelming. However, unlike Battlefield
2, the detail of the textures really adds that professional edge.
Realism was clearly high on the agenda for the developers of GRAW2.
As you look around, sunlight reflects from windows and streams through
holes in walls. Birds circle high above and critters scamper through
undergrowth, blissfully unaware of the carnage being wrought around
them. Some scenery is destructible, such as signs and fences, and
certain mission objectives require you to blow buildings up (and
sideways, and backwards, and apart!) but most of the world stays
pretty much intact throughout the fighting, which is a shame. I'd
have liked to be able to destroy walls to get through to objectives
or create cover, but I feel this is only a small niggle in what
is otherwise an exceptionally good-looking game.
Couple
these effects with the real-world weapon models and slick animations
and GRAW2 stands out as the best looking war game yet seen. You
can aim your weapon's sights to get a clear bead on the enemy, but
this leaves you open to being attacked by unseen foes. If you try
to aim without looking down the sights then you are in constant
danger of the recoil forcing you to miss, so the choice of which
view to use can make or break a mission. Equip a team member with
a sniper rifle and they can clear a path through a city, but they'll
be the first to die should a tank appear. Grab hold of a rocket
launcher and the tank's history, but you're left undefended against
all and sundry. Knowing which weapon to use and when is a big part
of GRAW2's tactics.
There's
nothing special about the shooting though; it's 'aim and pull the
trigger' all the way home. Recoil seems to vary little between weapons
of the same type and accuracy is never really a problem because
there's a little red dot to show you exactly where you're aiming,
so it's hard to miss once you spot an enemy; it's only the weapon's
maximum range that affects whether you kill an enemy or just wound
him.
GRAW2
also excels on the audio front; each stomach-rumbling explosion
shakes the speakers and leaves you with a very large grin plastered
across your face. Background sounds make the battles seem much larger
than the area you're in, too; the ambience makes it clear that you're
only one small part of a much larger war.
The campaign mode is a huge single story spread over several locations.
Each mission is preceded by real-life footage of news reports showing
the current situation, then a tactical planning stage where you
can kit out your soldiers with the most appropriate weaponry. You
don't need to be a great tactician though, because the default gear
is usually sufficient for your needs. I would have liked to see
a few more options on the planning screen, like being able to split
your team into groups or assign them orders before the actual battle
- the single option of choosing an insertion point almost makes
the planning stage redundant. It's really just a case of choosing
where to start the mission and I was left feeling that a more in-depth
system would be nice - as in games such as SWAT
or Rainbow
Six. Once you're on the battlefield, your objectives are highlighted
on the HUD and video feeds keep you updated on the action. It's
hard to get lost or stuck at any point and this helps keep the pace
of the game going at top speed.
When
it comes to the multiplayer, GRAW2 offers a veritable cornucopia
of content. Not only does it include the classic Deathmatch/Team
Deathmatch play modes, but it also offers Hamburger Hill matches,
in which opposing teams have to capture and hold various points
on the beautifully designed maps. There are nine such maps featuring
all the fancy graphical features of the single player game for up
to thirty-two players, making for one hell of a battle. The realistic
style makes cover and planning all that more important - one headshot
can see you out of the match instantly. It's a tad reminiscent of
Counter-Strike,
but a lot more fun and strategic. As well as these standard modes,
Recon Vs Assault lets you pit your skills against rival teams in
a battle between the Ghost Recon squad and the Mexican Rebels, in
what is more or less identical to Team Deathmatch, but the Ghosts
need to destroy anti-air vehicles owned by the Rebels and the Rebels
win by killing all the Ghosts.
As
great fun as the multiplayer is, all the modes pale into insignificance
when placed next to GRAW2's biggest multiplayer feature - four player
co-op mode! Yes, every mission in the single player campaign can
be played out in its entirety online with up to three other friends.
Whereas the first game featured cut-down missions, the sequel ups
the ante by keeping every mission intact. The server owner plays
the part of Mitchell and the other players make up the remainder
of the squad. Playing the game cooperatively is a much more satisfying
experience - not least because you get to order your friends around!
Tom
Clancy's Ghost Recon: Advanced Warfighter 2 is a Sherman Tank of
a game - tough, armed to the teeth and... erm... more heavily armoured
at the front! It offers challenges to veterans and newcomers alike
and, despite its sometimes poor AI, keeps the action constant. Those
who regularly play Tom Clancy games will be immediately familiar
with the style and pace of the game, whilst those that have never
ventured into this genre will quickly learn the ropes. Either way,
if you're looking for a thinking man's shooter then you really need
look no further than GRAW2, lying in wait on the shelves for your
stealthy approach...
Reviewed by John Barnes for AceGamez (All Rights Reserved).
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